000 03864cam a2200385Mi 4500
001 ocn880245529
003 OCoLC
005 20240726104737.0
008 140317s2014 nyua fob 001 0 eng d
040 _aQCL
_beng
_erda
_epn
_cQCL
_dOCLCO
_dYDXCP
_dOCLCF
_dOCLCQ
_dIDK
_dNT
020 _a9780199374731
_q((electronic)l(electronic)ctronic)
020 _a9780199344703
050 0 4 _aBL65
_b.V578 2014
049 _aMAIN
100 1 _aGeraci, Robert M.,
_e1
245 1 0 _aVirtually sacred :
_bmyth and meaning in World of Warcraft and Second Life /
_cRobert M. Geraci.
260 _aNew York :
_bOxford University Press,
_c(c)2014.
300 _a1 online resource :
_billustrations (black and white)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _adata file
_2rda
504 _a2
505 0 0 _aIntroduction: Real stories in virtual worlds --
_tA cultural adventure --
_tPolite society --
_tA world with meaning --
_tThe flow of faith online --
_tAnother life for religion --
_tSacred second lives --
_tReassembling religion --
_tAppendix: On method in the study of virtual worlds.
520 8 _aVideo games and virtual worlds can rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using 'World of Warcraft' and 'Second Life' as case studies, this book shows that many residents now use virtual worlds to reimagine their traditions and work to restore them to 'authentic' sanctity or replace religious institutions with virtual world communities that provide meaning and purpose to human life.
520 0 _a"Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert M. Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with devoted communities, opportunities for ethical reflection, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the virtual worlds, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all participants use virtual worlds for religious purposes, but many online residents use them to rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to "authentic" sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are "virtually sacred" because they do religious work. They often do such work without regard for-and frequently in conflict with-traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators."--Publisher's description.
530 _a2
_ub
650 0 _aVirtual reality
_xReligious aspects.
655 1 _aElectronic Books.
700 1 _aOxford University Press.
856 4 0 _zClick to access digital title | log in using your CIU ID number and my.ciu.edu password.
_uhttpss://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=1201464&site=eds-live&custid=s3260518
942 _cOB
_D
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_hBL.
_m2014
_QOL
_R
_x
_8NFIC
_2LOC
994 _a92
_bNT
999 _c76818
_d76818
902 _a1
_bCynthia Snell
_c1
_dCynthia Snell